The current centralized mobility control protocols such as proxy mobile IPv6 (PMIPv6) are dependent on a central mobility anchor to process all control/data traffic. However, such centralized mobility control protocols have some drawbacks such as traffic concentration into the core network and serious service degradation in case of the failure of such a centralized mobility anchor, etc. In this paper, therefore, in order to alleviate these drawbacks, we propose a PMIPv6-based distributed mobility control scheme considering a user`s movement locality. Performance evaluation results demonstrate that the proposed scheme has apparent potentials to alleviate serious drawbacks of S-PMIP, which is a closely-related distributed mobility control scheme, as well as PMIPv6, while reducing the total mobility control cost.

This study is to derive the factors that influence the acceptance of LTE smart phones. Using an extended technology acceptance model to look at the factors affecting the acceptance LTE smart phone. Variables and the LTE features on the personal characteristics variables were chosen based on the study. This study was done through a survey. Surveyed LTE smart phone`s primary audience, taking into account the age of 20 were analyzed mainly. LTE smart phone`s acceptance factors affecting individual innovation, speed, price factors. When formulating marketing strategies in the future, based on the results of this study, elements that can stimulate innovation and speed, not just an individual`s stability, if we estimate that we can derive a more meaningful and effective marketing results.

On original exhibits, which is passive and repeat itself endlessly irrelevant of the present of spectators, reduce its immersion. Therefore in this paper, we propose the scheme to recreate original exhibits be adding automatic screen saver by using division of different images to make experimental of an area of different images, to judge movement, maintain conditions or to propose the transition of mechanism. By implementing and analyzing this automatic screen saver, which was made through the scheme of proposition, we show the positive aspect of the use of centralized automatic screen saver.

In recent, proliferation of mobile smart devices have led to big-data era, the importance of location-based services is increasing due to the exponential growth of trajectory related data. In order to process trajectory data, parallel processing platforms such as cloud computing and MapReduce are necessary. Currently, the researches based on MapReduce are on progress, but due to the MapReduce`s properties in using batch processing and simple key-value structure, applying MapReduce framework for real time LBS is difficult. Therefore, in this research we propose a suitable system design on efficient indexing and search techniques for real time service based on detailed analysis on the properties of MapReduce.

This study aims at investigating and comparing the diphthongs, words, and sentences between two Korean highschool students groups using the Praat program. To do this English words and sentences were uttered and recorded by twenty Korean subjects; each group has ten subjects. All the subjects are female and their grades range from freshman to sophomore. Acoustic features were measured from a sound spectrogram with the help of the Praat software program and analyzed through statistical analysis. Results showed that the lengths of diphthongs and words were different between two groups, but the difference was not significant. However, in the lengths of sentence utterance, the group of 5 to 6 grade students in the current grading system pronounced longer than that of 1 to 2 grade students. Especially in the pronunciation of the first two sentences with more than five words, the difference was significant. From the data of the overall sum of words between the two subject groups, we were able to find out that the differences of the lengths of the words with the diphthongs were not significant, but those of the sentences with more than five words were significant. In the pronunciation of the words between coat and code, the length of the diphthong in coat was smaller than that of in code.

Robot education has the favorable influence on creativity and problem-solving ability of students. Therefore, it is commonly known to elementary school students, their parents and teacher through robot education for after school and contests. However, it has not been actively taught at university of education students because of the lack of systematic education program. In this paper, we have developed robot education program using problem-based learning and educational robot for pre-service elementary teachers. We have examined their recognition on robot education and education program after applying the developed program. Interviews for improving robot education program were also conducted. We find out robot education program has the favorable influence on the recognition, satisfaction and effectiveness for robot education. In particular, we know that education will related to robot was augmented by this education program.

The purpose of this paper is to explore how effectively can learners improve their written skills in English language classrooms with the application of internet tools and software. First, the study compares and analyzes existing research on English writing and describes research background. Second, the study describes how internet tools can be used effectively in the English writing classrooms. For example, learners pick up vocabulary on the internet bulletin board and create sentences using the vocabulary. Third, the study analyzed changes in learners` in-class attitudes towards software and internet tools using comparative measures of performance. Unlike with offline instrumented classes, the in-class application of diverse software and internet tools such as websites and IRC (Internet Relay Chat) had a major impact on the improvement of learners` writing skills.

Products of Wi-Fi devices in recent years offer higher throughput and have longer signal coverage which also bring unnecessary signal interference to neighboring wireless networks, and result in decrease of network throughput. Signal interference is an inevitable problem because of the broadcast nature of wireless transmissions. However it could be optimized by reducing signal coverage of wireless devices. On the other hand, smaller signal coverage also means lower transmission power and lower data throughput. Therefore, in this paper, we analyze the relationship among signal strength, coverage and interference of Wi-Fi networks, and as a tradeoff between transmission power and data throughput, we propose a range-aware Wi-Fi network scheme which controls transmission power according to positions and RSSI(Received Signal Strength Indication) of Wi-Fi devices and analyze the efficiency of the proposed scheme by simulation.

The popularization of smart phones changes the usage patterns of mobile communication from voice-centric to data-centric communication. The demand for wireless data communications is rapidly increasing, and thus the need for expanding infrastructure for mobile communication is also rapidly increasing. In this paper, we propose a scheme for reducing the cost for the mobile communication infrastructure by exploiting opportunistic networks in dissemination of multimedia contents. By using this scheme, the large portion of the cost for mobile communication infrastructure could be saved, and the need of users for multimedia contents could be also fulfilled. Our scheme is evaluated using agent-based simulations. The simulation results show that about 70% of mobile communication can be replaced with the data communication through opportunistic networks.

The Media facade is valuing more than utilizing to the display space and has potential as a new urban culture. The possible role of the contents, which can be a variety of expression can be seen that the more importance. Using narrative structure, which is a component of the story, discourse, temporality, spatiality, to analyze to the contents of media façade and this study suggests that new contents of narrative is an appropriate utilization at the new media environment.

Almost all the mobile phone users already moved or are now moving away to smartphones for their various applications like games. If we are to speak about game applications, due to the performance limits of smartphones, 2D games are predominant over 3D games in every app. store. In this paper, we implement a 3D cube game application by porting an existing visual c++ irrlicht cube application to android platform library using the android Native Development Kit. After the porting is done, we add a few new features for more fun. Because the android NDK makes the existing C/C++ codes run directly on the android operating systems, we found by real execution tests that our 3D cube app. is well executed on a low-end android smartphone without any performance problem.

IMO developed e-navigation implementation plan which is a new paradigm of vessel safety navigation using harmonized information technology. S-100 standard for electronic navigational chart is also adopted as one of e-navigation strategies. In S-100 framework, not only geographic features of electronic chart but every safety related objects can be expressed by UML so that can be provided by web services. This paper research to test S-100 web service for casualty information. It is processed by modeling with UML, converting XML document by XML schema. Finally, the XML data is represented by web-based application.